I really need help with some project I got assigned to by my school. I’m an absolute noob in unity and my programming skills don’t go further than some C++ basic knowledge, so sorry in advance if this question is just as noobish.
I’ve got an digital copy of an industrial machine, which I am supposed to complete for educational purpose in our school. Part of that machine is a workpiece carrier, transported via a conveyor. It consists of several objects like screws, pins, main plate etc and has to transport another part to a gripper.
As soon as I start the simulation, the carrier kind of “explodes”, shooting the single parts through the room. I assume the colliders on every single part are too close to each other, giving collision at the very beginning?
How do I tell unity that a bunch of single parts are actually an assembly who have to stick together? I have been messing around with multiple rigidbody, “is kinematic”, different colliders, different parenting, I googled as best as I could but I can’t put a finger on the solution.
Maybe someone here can end this tragedy for me:face_with_spiral_eyes:
Single rigidbody component at the root GameObject, then as many colliders as you want in its hierarchy. This is often referred to as a “compound” collider setup.
Thanks a lot for your answer! I actually did that after having some chitchat with ChatGPT (actually highly recommend this to everyone else with low knowledge about unity).
Deleted every child collider, except for one child object (The white, main plate). Adding 3 box colliders to that object to simulate the roughly shape of the assembly, then adding a rigidbody, source and MU script to the parent. Finally its working. In case any future lost soul stumbles upon this thread.